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Cuesta

A climbing game for iPhone and iPad

The way up
is long.

Everyone starts at the bottom. Jump between the walls of a deep shaft and climb, one swipe at a time, from the cave floor up through tunnels and city to the open sky.

A child standing on a cave floor at the bottom of a deep, foggy shaft of ruined buildings

Climb

Swipe. Jump.
Hold on.

01

One swipe at a time

Leap across the shaft, hop up a wall while your grip lasts, and slide down when it gives.

02

Same ledges every time

Every level has a fixed layout. Fall, learn it, and climb again until you reach the deck at the top.

03

Coins in risky places

Each finished level pays a coin, and two more float out over the drop, near spikes and steam, always on a jump you can make.

04

Made to be felt

Monochrome art in fog and ink, an ambience for every world, and haptics on every coin, crack and landing.

200 levels · 4 worlds

From the deep
to the sky.

Each world gets harder as you climb and has a hazard of its own. Break through at the top of its last level to reach the next.

IV

Above

Levels 151–200

Scaffolding over a city far below. Gusts of wind push you sideways mid-jump. Hold a wall or stand on a plank to ride them out.

III

The City

Levels 101–150

A brick canyon of steel beams, water towers and clotheslines, with falling debris from the floors above.

II

The Tunnels

Levels 51–100

Brick, pipes and rails. Steam vents hiss before they blast, and passing trains shake the shaft.

I

The Deep

Levels 1–50

Raw rock, roots and stone spikes. Rotten branches creak when you land and give way a moment later.

In the game

Every world
fights back.

Cuesta gameplay in The Deep: the child leaping across the shaft beside a coin The Cuesta level map at the start of The City A train passing behind the shaft in The Tunnels The child mid-leap Above, wearing boots and a chalk bag

Gear & charms

Earn it.
Spend it.

Coins buy gear and charms, and the child wears what they carry. Spend them well. The climb may ask for them back.

Gear

Boots
Jump higher.
Chalk Bag
More hops up one wall.
Gloves
Slide down walls more slowly.
Quick Hands
More forgiving jump timing.

Charms

Patched Coat
Survive one hit each attempt.
Lantern
Longer warnings before debris, steam and gusts.
Rope
Retry from a safe ledge past halfway.
Dry Wood
Rotten branches hold twice as long.
Magnet
Nearby coins drift to you.

Follow the climb

Everyone starts
at the bottom.